Pretty much this is a momentum based semi stall team with hazard stacking. Currently hazard stacking is a really good playstyle and when paired up with two very annoying pivots its a really annoying combination to take down. With that said lets get the team preview started!
This was the base i started with. Av torn+phys def mega amp perfectly compliment each other being able to check a nice portion of the metagame while also gaining momentum which is always nice on semi stall. When combined with hazards the damage stacks fast.
For the next slot i picked Stallbreaker Heatran. This was mostly becuase i needed a Mon that could trap stuff like clefable which can be a pain for amp and torn to take down otherwise. He also sets rocks as a bonus.
I wanted to finish off the DFS core so i added unaware clefable who can pass wishes to heatran as well as wake up amp from sleep as well as cure other mons from paralisis. Also is my main answer to annoying setup sweepers.
With stealth rocks i wanted to finish off the hazard stacking core but i also needed somthing that can beat excadrill as my team was pretty weak to him. Chestnaught fit this role perfectly as he can do both while also switching into one of keldeo stabs if a really have to.
Last off i needed a spinner. Starmie fit this perfectly as it not only has some nice defensive synergy but also has scald at its disposal to cripple physical attackers as well as get some nice chip damage starm can also switch into mega gross one or twice but mega amp can also do that.
FABIO (Ampharos-Mega) @ Ampharosite
Ability: Mold Breaker
EVs: 224 HP / 192 Def / 68 SpD / 24 Spe
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Is it even legal to have hair this fantastic? Probably not. Mega ampharos serves as the teams main bird check as well as a defensive pivot to take on a plethoria of physical moves and even some special moves such as charizard-ys fire blast. Thanks to amps bulk it makes for a fantastic pivot that can get pokemon such as heatran for free becuase amp has pretty much the slowest volt switch in the game. Talonflame? amp walls that. Raikou? mega mane? Yup mega amp also handles those. Dragon electric is a suprisingly good defensive typing that comes with several resists that this semi stall team apreicates. As for moves You have volt switch which not only is stab, but also amps way of removing water types and giving on of its teamates a free switch in. Of course if chimpact were here he would say nothings free so yeah... Next up you have dragon pulse which is mega amps secondairy stab that hits ground types like hippo for a good 40% which is pretty cool. Next up you have amps recovery in rest. While rest talkers are pretty rare in ou and fairly easy to take advantage of (see crocune) thanks to amps high uninvested sp.a amp can remain a problem for the oposition even when asleep thanks to sleep talk. Also Fabio always gets the move it wants.
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
Continueing the volt-turn core that started with mega amp we have Tornadus-T the second memeber of the volt turn core. Torn serves as the team special defensive pivot switching into things like gengars shadow balls or a flash cannon or fire blast from heatran. With a Av torn perfectly compliments Mega amp by taking some special moves that amp is unable to take. Not only this but torn is probably the most annoying pokemon in ou right now becuase of its high speed and utility with some pretty good coverage to spare. Hurricane serves as torns main stab move with a 30% confusion allowing you to mess around with whatever switches in on torn. U-turn completes the volt turn core with amp while also providing a fast u-turn. Knock off provides needed utility to knock off stuff like life orbs, specs and lefties which can make offensive mons a bit less of a problem or allow the hazard damage to rack up better on defensive pokemon that rely on lefites to recover hp it also hits psychic types decently hard. Last is heat wave which is used to hit stuff like mega metagross,ferrothorn,skarmory and mega scizor for super effective damage, its also is a safer option to hit a weakned serperior with so you dont need to bank on hurricane.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Stealth Rock
- Toxic
I was in need of somthing that could switch into fairy type attacks and dragon type moves but on top of that i needed somthing that could set rocks. This made stallbreaker heatran a fantastic partner to pair up with Amp and torn becuase not only can i set rocks which is important for any serious team to have, but i also can take full advantage of magma storm due to how this is a hazard stacking team so the damage racks up pretty fast. I decided on going with a max sp.a/speed becuase i wanted to outspeed common hazard setters which have adapted to the meta by becoming slower and bulkier such as garchomp,landot and hippo. On top of this max speed tran typically outspeeds mew which will pretty much always creep bisharp. Heatrans main job is to cripple switch ins with toxic and stop stall cold preventing them from healing forcing them to switch and take more yummy hazard damage. The sets simple. Magma storm is heatrans main and only attack (rip if facing a pressure mon) that allows him to trap stuff while taking residual damage this works great on hazard stacking as previously mentioned. Next we have taunt which cripples slow set up mons and hazard setters. Next up we have stealth rocks which weakens the opposing side as they switch in. Last we have toxic which is used to cripple pokemon on the switch like water and ground types. This set also completely ruins chansey and clefable which is a blessing for this team.
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
- Moonblast
- Wish
- Heal Bell
- Protect
Every defensive team needs a cleric to keep the team healthy as well as heal them of their status ailments. Clefable was probably the best option becuase all the other clerics are just way too passive for my liking and clef also helps stop set up mons which on semi stall is really important. Clefs main goal is to switch into dracos from the latis and stop things such as mega gyara from getting out of hand. Clef also is my main answer to weavile who otherwise is a pretty big threat to this team. Moonblast acts as clefs main stab hitting all but 3 types for neutral damage while also having a nice 30% sp.a drop. Wish is pretty important as not only does it keep clef healthy but it also helps both heatran and chestnaught who relly on passive recovery to recover hp. Next is heal bell which allows me to cure mega amp when its asleep from rest or cure teamates of poison,burn,para and even that annoying freeze that could screw you over otherwise. Last slot is protect which allows clef to safely heal up from its wish. Its also pretty nice to scout a pokemon that ends up choice locking itself into somthing like u-turn such as CB scizor.
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Spikes
- Leech Seed
- Wood Hammer
- Drain Punch
Im aware people dont really like chess due to how it just sits there most of the time and be annoying BUT i was in need of somthing that can set spikes while also countering excadrill. Chestnaught does just that. Aside from being my main answer to stuff like bisharp and excadrill, chestnaught also puts a stop to landorus-T and with Sd sets becoming really popular recently its nice to have somthing that can stop it completly as opposed to ferrothorn which is set up fauder for sd landot pretty much. Chestnaught complete the hazard stacking core with spikes which allows me to give volt-turn core a lot of trouble as they will end up taking repeated damage from hazards upon switching in. Leeh seed allows ches to recover some hp while also slowly chipping away at the oppoenents hp. Spiky sheild not only give ches free leftover recovery but also damaging the foe if they make contact and with leech seed your going to wittle stuff pretty fast. The last slot is drain punch which hits rock,steel and dark types for super effective damage of course ive been switching between this and wood hammer as the power is probably more worth it.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 28 SpD / 244 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin
With every stall or semi stall team your going to need a hazard remover mostly because without rapid spin or defog you allow your team to be weakend faster and considering how both these playstyles do require prediction your going to want spikes and rocks removed from the field. Starmie thankfully is one of the best spinners in the tier that can preform a nice defensive supporting role with the ability to check keldeo, remove hazards and Burn everything in sight with scald becuase lets be real, scalds got a 100% chance to burn. The set is straight forward with scald to punish switch ins with a potential burn while also doing decent damage. Psyshock is so that sub cm keldeo does not use starmie as setup fauder while recover allows me to consistently check keldeo and switch into resisted hits. Last off we have rapid spin which naturaly removes hazards on my side on the field while keeping the ones i set on the field.
Honestly i wont lie im not used to using semi stall. EVER. But i wanted to work on being patient so semi stall was the best way to go at it. Ive actualy had quite a bit of fun using this team over the months and im quite proud of it.
I dont ladder these days so im kind of short on replays and all the old replays of this team are long gone. Will have some eventualy.
Threatlist:
Gengar
azumarill
Manaphy
azumarill
Manaphy
Importable:
FABIO (Ampharos-Mega) @ Ampharosite
Ability: Mold Breaker
EVs: 224 HP / 192 Def / 68 SpD / 24 Spe
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
- Moonblast
- Wish
- Heal Bell
- Protect
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Spikes
- Leech Seed
- Wood Hammer
- Drain Punch
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Stealth Rock
- Toxic
Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 28 SpD / 244 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin
Ability: Mold Breaker
EVs: 224 HP / 192 Def / 68 SpD / 24 Spe
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 168 HP / 88 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave
Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 176 Def / 84 SpD
Calm Nature
- Moonblast
- Wish
- Heal Bell
- Protect
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 112 Def / 144 Spe
Impish Nature
- Spikes
- Leech Seed
- Wood Hammer
- Drain Punch
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Taunt
- Stealth Rock
- Toxic
Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 28 SpD / 244 Spe
Timid Nature
- Scald
- Psyshock
- Recover
- Rapid Spin
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